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The Science of Gamification
   Michael Wu PhD
   Principal Scientist of Analytics
   Lithium Technologies

   Digital Surrey
   May 26th, 2011


                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)
 Motivation
 Ability
 Trigger

Design process and few case studies




                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
some gamification terminology
Gamification:
 The use of game mechanics/dynamics to drive game-liked engagement and
 actions in non-game environments (e.g. work, education, exercise, etc.)




                                                                      twitter: mich8elwu
                                                           linkedin.com/in/MichaelWuPhD
some gamification terminology
Game Mechanics                       Common examples:
 Principles, rules, and/or            Status: ranks + reputation
 mechanisms that govern a simple      Feedback: points
 behavior through a system of         Set completion: collection
 rewards with predictable outcome.    Customization: self expression
 If …[reward]… then …[action]…        Exchange: sharing       social
 with high probability                cohesion + facilitation
 Building blocks
 Infinite                             Gamification.org compiled a list of
                                      known game mechanics
People adapt  game
mechanics become
ineffective
                                                                twitter: mich8elwu
                                                     linkedin.com/in/MichaelWuPhD
some gamification terminology
Gaming Dynamic                         Common examples:
 Temporal evolution and patterns of     Progression vs. status: badge +
 both the game and the players that     achievement / rank + reputation /
 make the game (or any gamified         leveling up / unlocks + access
 activity) more enjoyable.              Reinforcement schedule vs. points:
 Game play dynamics                     variable interval/ratio reinforcement
 Player state dynamics: Flow               serendipity
 Created by combining + cascading       Appointment + countdowns:
 game mechanics        confused with    IRL happy hour       FarmVille
 game mechanics                         Communal discovery:
 Depend on gaming personality           IRL voting     digg + Facebook likes
 (Bartle): achiever, explorer,
 socializer, killer

                                                                  twitter: mich8elwu
                                                       linkedin.com/in/MichaelWuPhD
some gamification terminology
Game Theory
 Has nothing to do with
 gamification!
 An established branch of
 mathematics that tries to describe
 the decision process in any
 strategic situations, including
 games.




                                      A BEAUTIFUL
                                         MIND
                                                            twitter: mich8elwu
                                                 linkedin.com/in/MichaelWuPhD
agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)
 Motivation
 Ability
 Trigger

Design process and few case studies




                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
behavior model
Fogg Behavior Model (FBM):
 3 Factors underlying human behavior.
 Temporal convergence of 3 factors.




 MotivationAction           Ability     Trigger




  wants                      can        told to

                                                         twitter: mich8elwu
                                              linkedin.com/in/MichaelWuPhD
behavior model
Fogg Behavior Model (FBM):
 3 Factors underlying human behavior.                                 Trigger
 Temporal convergence of 3 factors.

                                                                       activation




                                        Motivation
                                                                       threshold
           Action



                                                     Ability
                                                                    twitter: mich8elwu
                                                         linkedin.com/in/MichaelWuPhD
what motivates people
 Abraham Maslow’s hierarchy of needs (1943)
                                  Game mechanics / dynamics
being-needs
(meta-needs)                           status, achievements,
                                      ranks, reputation, etc.
deficiency                                 social cohesion, virality &
needs                                      most communal/community
                                           dynamics
                                                 security, money
                                                 (gambling)
                                                        food, water, etc

                                                         twitter: mich8elwu
                                              linkedin.com/in/MichaelWuPhD
from Maslow’s need to Pink’s drive
    Abraham Maslow’s hierarchy of needs (1943)
                Dan Pink’s intrinsic Game mechanics / dynamics
   being-needs  motivators (2009)
   (meta-needs)
                             autonomy    ownership, blissful productivity,
Maslow’s meta-motivators:                serendipity, etc.
     Dan Pink’s intrinsic motivators
                             mastery     points, progression, level up, set
                                         completion, etc.

                             purpose     epic meaning, quest, discovery,
                                         justice, save the world peace, etc.

                                                                  twitter: mich8elwu
                                                       linkedin.com/in/MichaelWuPhD
John Watson & BF Skinner: Learning & Conditioning
  Human behaviors are learned through conditioning
   Radical: disregard innate needs, only use external conditions & reinforcement
   The conditioned reinforcers (which are usually
   some kind of points) are learned and they
   become the motivator
   However, points themselves are not inherently
   rewarding

  Proper use of points depends on the
  reward schedule
   When, how many, and at what rate the points
   are given (or taken away)
   Progression and level up dynamics

                                                                            twitter: mich8elwu
                                                                 linkedin.com/in/MichaelWuPhD
John Watson & BF Skinner: Learning & Conditioning
  Fixed-interval (FI) schedule
   Drives activity near deadline                    Reward Schedules
       count down & appointment dynamic

  Fix-interval (FI) and fixed-ratio (FR)
   Learning new behaviors (e.g. training)

  Variable-interval (VI)
   Reinforcing established behaviors

  Variable-ratio (VR)
   Maintaining a behavior       Game addiction
       Serendipity & surprise
       Lottery mechanic + anticipatory motivators

                                                                    twitter: mich8elwu
                                                         linkedin.com/in/MichaelWuPhD
Mihaly Csikszentmihalyi: Flow
Flow: an optimal state of intrinsic
motivation
 Forget about physical feelings (e.g. hunger,
 sleep), passage of time, and their ego

Skill ~ Challenge               Flow
Certainty vs. Uncertainty
 People love the control state
   b/c it gives them a sense of security & safety
 People hate the boredom state
 People like arousal
 People dislike worry

                                                                   twitter: mich8elwu
                                                        linkedin.com/in/MichaelWuPhD
Mihaly Csikszentmihalyi: Flow
People acquire skills over
time    move into the
relaxation / boredom state
 We are motivated by challenges,
 surprises, and varieties, to avoid
 boredom
 New challenge       arousal, anxiety
 IRL, matching challenge to people’s
 skills exactly is hard
 They are either too easy (boring) or
 too hard (frustrating)
 Good gamification must adapt &
 evolve with the player
                                                             twitter: mich8elwu
                                                  linkedin.com/in/MichaelWuPhD
agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)
 Motivation
 Ability
 Trigger

Design process and few case studies




                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
ability: 2 perspectives
  User perspective: ability (reality)
  Task perspective: simplicity (perceptual)
2 ways to push a user beyond his                           activation
                                                           threshold




                                              Motivation
  activation threshold
  Hard way: Increase his real ability by
  motivating him to train & practice
  Easier way: Increase the task’s
  perceived simplicity (or user’s                                  Ability
  perceived ability)
                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD
what is simplicity
Tasks that are truly simple must not require any resources
you don’t have


Simplicity is a measure of your access to the following 3
categories of resources at the time when you need to
perform the task
 Effort resources: physical effort + mental effort.
 Scarce resources: time, money, authority/permission, attention etc.
 Adaptability resources: capacity to break norms, which may be personal
 (routines), social, behavioral, cultural, etc.

                                                                       twitter: mich8elwu
                                                            linkedin.com/in/MichaelWuPhD
what is simplicity
Simplicity dependencies
 Individual: different people have access to different resources
 Time & context: resource can be lost and become in accessible or gain

Resource trade off
 Time + money
 Simplicity is a function of your scarcest resource at the time when you need to
 perform the task

Motivation + Ability can also trade off
 Usually happens at extreme the ends




                                                                           twitter: mich8elwu
                                                                linkedin.com/in/MichaelWuPhD
perceived simplicity
A task is perceived simple if you can complete it with fewer
resources than you expect
 You expect the task to be harder



Some game mechanics/dynamics designed to simplify
 Divide and conquer
 Cascading information theory
 Chaining reward schedules
 Behavioral momentum (follow personal norm)



                                                               twitter: mich8elwu
                                                    linkedin.com/in/MichaelWuPhD
agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)
 Motivation
 Ability
 Trigger

Design process and few case studies




                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
what is a trigger and why is it needed
Something that prompts or tells the users to carry out the
target behavior now.
 User must aware of the trigger.
 Must understand what the trigger means.



Why a trigger is necessary
 Unaware of his ability (e.g. unaware of options or simplicity of task)
 Hesitant (e.g. question his motivation)
 Distracted (e.g. engaged in another routine activity)



                                                                             twitter: mich8elwu
                                                                  linkedin.com/in/MichaelWuPhD
trigger depends on behavioral trajectory
Has ability but not motivated
 Spark
 built-in as part of the motivation mechanism

Motivated, but lack ability (or perceived




                                                       Motivation
ability)                                                              activation
 Facilitator                                                          threshold
 simplifies task by highlighting its simplicity
 often used with the progress bar dynamics to create
 anticipation as user improve towards his goal

Has ability and motivated
 Signal
 should only serve as a reminder                                           Ability

                                                                               twitter: mich8elwu
                                                                    linkedin.com/in/MichaelWuPhD
trigger depends on gaming personality
Bartle type    Characteristics                                 Effective trigger
Killer (<1%)   highly competitive                              challenge them
Socializer     hate confrontation, followers, value            show that their friends are
~80%           relationship                                    doing it
Achiever                                                       spark trigger associated
               driven by status (i.e. special access, etc.)
~10%                                                           with an status increase
Explorer       driven by discovery & uniqueness of their       call upon their unique skill,
~10%           contributions, hate spatial & temporal limits   no time pressure


   Trigger is all about timing!
     Poorly timed trigger: spam mails + pop ups ads


                                                                                  twitter: mich8elwu
                                                                       linkedin.com/in/MichaelWuPhD
agenda
Terminology & basic concepts
Fogg’s behavior model (FBM)
 Motivation
 Ability
 Trigger

Design process and few case studies




                                                 twitter: mich8elwu
                                      linkedin.com/in/MichaelWuPhD
gamification: design that drives actions
What do game mechanics/dynamics do?
 Positive feedbacks: progress, accumulation of point, badges, status,
 customization, serendipity, social facilitation, etc.
 Negative feedback: theoretically works, but not well in practice

 Increase the player’s true ability through training and practice (often used with
 motivation)
 Increase his perceived ability by simplifying the actions

 Place triggers in the behavioral trajectory of motivated players when they feel the
 greatest excess in their ability



                                                                             twitter: mich8elwu
                                                                  linkedin.com/in/MichaelWuPhD
gamification is an iterative design process
What happens when a desired behavior is not performed?
  Easiest thing to check 1st: are they triggered?
   Are they aware of the trigger? Do they understand what the trigger meant?

  Do they have the ability (i.e. is the action simple enough)?
   Does it require efforts, scarce resources, or does it require the user to break norms
   and learn new routines?
   Reduce the feature complexity so it requires less resources (divide + conquer).

  Are they motivated?
   By positive feedbacks from game mechanics / gaming dynamics?
   i.e. accumulation of points, badges, status change, progress bar, leader board,
   customization, serendipity, social facilitation, etc.


                                                                              twitter: mich8elwu
                                                                   linkedin.com/in/MichaelWuPhD
beware of the moral hazard of game play
Recall: Skinnerian operant conditioning
 Points can be learned and become the motivator instead of the desired behavior

Gamify flossing: reward with points + perks
 What happens when the rewards are gone?
 They lose all motivation to perform the desired task




                                                                         twitter: mich8elwu
                                                              linkedin.com/in/MichaelWuPhD
Gap gamify store check-in
Desire action:                        Motivation
 FB Places check-in
                                           Trigger: appointment dynamic – time’s up
Single appointment
 No reward for repeating &                              Ability: not everyone uses
 maintaining the action                                  FB Places. If target
                                                         demographic use it, then
Moral hazard of                                          OK. They can check-in

game play
 People want the reward
 (free jeans) much more
 than they want to check-in

When 10,000th pair of jean is gone   people stop checking in

                                                                 twitter: mich8elwu
                                                      linkedin.com/in/MichaelWuPhD
speed camera lottery
    Motivation: win $
    lottery
    Ability: the player is
    driving, and has the
    ability to slow down
    the car
    Trigger: lottery sign
    on camera fixture
     Spark trigger


                   twitter: mich8elwu
        linkedin.com/in/MichaelWuPhD
gamification of work ≠ mixing games with work
Sales execs fail to assign leads regularly
Create an ipad+iphone golf game
for lead assignment.
 Motivation: new, fun, sales people love golf
 Ability: this actually reduces ability, more work, inefficient
 Trigger: leads notification

No convergence of 3 factors                   bad idea!
 People may use it for a while due to novelty, but it won’t last long

Don’t take it too literally, or you’re missing the whole point of
gamification
                                                                              twitter: mich8elwu
                                                                   linkedin.com/in/MichaelWuPhD
gamification summary
 It is all about driving the players above the activation
 threshold by:
1.    Motivating them by positive feedback
2.    Increasing their ability (or perceived ability)
3.    And then applying the proper trigger at the right time

 The temporal convergence of motivation, ability and trigger is
 why gamification is able to manipulate human behaviors.
 Beware of the moral hazard of game play
     Good games must adapt and evolve with their players to bring them into the state
     of flow


                                                                             twitter: mich8elwu
                                                                  linkedin.com/in/MichaelWuPhD
thank you


Q&A + discussion


Resources:
 me: mich8elwu
 blog: http://lithosphere.lithium.com/t5/a/bg-p/MikeW




                                                                   twitter: mich8elwu
                                                        linkedin.com/in/MichaelWuPhD
twitter: mich8elwu
linkedin.com/in/MichaelWuPhD

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2011 05-26 digtali surrey science of gamification-v03

  • 1. The Science of Gamification Michael Wu PhD Principal Scientist of Analytics Lithium Technologies Digital Surrey May 26th, 2011 twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 2. agenda Terminology & basic concepts Fogg’s behavior model (FBM) Motivation Ability Trigger Design process and few case studies twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 3. some gamification terminology Gamification: The use of game mechanics/dynamics to drive game-liked engagement and actions in non-game environments (e.g. work, education, exercise, etc.) twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 4. some gamification terminology Game Mechanics Common examples: Principles, rules, and/or Status: ranks + reputation mechanisms that govern a simple Feedback: points behavior through a system of Set completion: collection rewards with predictable outcome. Customization: self expression If …[reward]… then …[action]… Exchange: sharing social with high probability cohesion + facilitation Building blocks Infinite Gamification.org compiled a list of known game mechanics People adapt game mechanics become ineffective twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 5. some gamification terminology Gaming Dynamic Common examples: Temporal evolution and patterns of Progression vs. status: badge + both the game and the players that achievement / rank + reputation / make the game (or any gamified leveling up / unlocks + access activity) more enjoyable. Reinforcement schedule vs. points: Game play dynamics variable interval/ratio reinforcement Player state dynamics: Flow serendipity Created by combining + cascading Appointment + countdowns: game mechanics confused with IRL happy hour FarmVille game mechanics Communal discovery: Depend on gaming personality IRL voting digg + Facebook likes (Bartle): achiever, explorer, socializer, killer twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 6. some gamification terminology Game Theory Has nothing to do with gamification! An established branch of mathematics that tries to describe the decision process in any strategic situations, including games. A BEAUTIFUL MIND twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 7. agenda Terminology & basic concepts Fogg’s behavior model (FBM) Motivation Ability Trigger Design process and few case studies twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 8. behavior model Fogg Behavior Model (FBM): 3 Factors underlying human behavior. Temporal convergence of 3 factors. MotivationAction Ability Trigger wants can told to twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 9. behavior model Fogg Behavior Model (FBM): 3 Factors underlying human behavior. Trigger Temporal convergence of 3 factors. activation Motivation threshold Action Ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 10. what motivates people Abraham Maslow’s hierarchy of needs (1943) Game mechanics / dynamics being-needs (meta-needs) status, achievements, ranks, reputation, etc. deficiency social cohesion, virality & needs most communal/community dynamics security, money (gambling) food, water, etc twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 11. from Maslow’s need to Pink’s drive Abraham Maslow’s hierarchy of needs (1943) Dan Pink’s intrinsic Game mechanics / dynamics being-needs motivators (2009) (meta-needs) autonomy ownership, blissful productivity, Maslow’s meta-motivators: serendipity, etc. Dan Pink’s intrinsic motivators mastery points, progression, level up, set completion, etc. purpose epic meaning, quest, discovery, justice, save the world peace, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 12. John Watson & BF Skinner: Learning & Conditioning Human behaviors are learned through conditioning Radical: disregard innate needs, only use external conditions & reinforcement The conditioned reinforcers (which are usually some kind of points) are learned and they become the motivator However, points themselves are not inherently rewarding Proper use of points depends on the reward schedule When, how many, and at what rate the points are given (or taken away) Progression and level up dynamics twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 13. John Watson & BF Skinner: Learning & Conditioning Fixed-interval (FI) schedule Drives activity near deadline Reward Schedules count down & appointment dynamic Fix-interval (FI) and fixed-ratio (FR) Learning new behaviors (e.g. training) Variable-interval (VI) Reinforcing established behaviors Variable-ratio (VR) Maintaining a behavior Game addiction Serendipity & surprise Lottery mechanic + anticipatory motivators twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 14. Mihaly Csikszentmihalyi: Flow Flow: an optimal state of intrinsic motivation Forget about physical feelings (e.g. hunger, sleep), passage of time, and their ego Skill ~ Challenge Flow Certainty vs. Uncertainty People love the control state b/c it gives them a sense of security & safety People hate the boredom state People like arousal People dislike worry twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 15. Mihaly Csikszentmihalyi: Flow People acquire skills over time move into the relaxation / boredom state We are motivated by challenges, surprises, and varieties, to avoid boredom New challenge arousal, anxiety IRL, matching challenge to people’s skills exactly is hard They are either too easy (boring) or too hard (frustrating) Good gamification must adapt & evolve with the player twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 16. agenda Terminology & basic concepts Fogg’s behavior model (FBM) Motivation Ability Trigger Design process and few case studies twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 17. ability: 2 perspectives User perspective: ability (reality) Task perspective: simplicity (perceptual) 2 ways to push a user beyond his activation threshold Motivation activation threshold Hard way: Increase his real ability by motivating him to train & practice Easier way: Increase the task’s perceived simplicity (or user’s Ability perceived ability) twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 18. what is simplicity Tasks that are truly simple must not require any resources you don’t have Simplicity is a measure of your access to the following 3 categories of resources at the time when you need to perform the task Effort resources: physical effort + mental effort. Scarce resources: time, money, authority/permission, attention etc. Adaptability resources: capacity to break norms, which may be personal (routines), social, behavioral, cultural, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 19. what is simplicity Simplicity dependencies Individual: different people have access to different resources Time & context: resource can be lost and become in accessible or gain Resource trade off Time + money Simplicity is a function of your scarcest resource at the time when you need to perform the task Motivation + Ability can also trade off Usually happens at extreme the ends twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 20. perceived simplicity A task is perceived simple if you can complete it with fewer resources than you expect You expect the task to be harder Some game mechanics/dynamics designed to simplify Divide and conquer Cascading information theory Chaining reward schedules Behavioral momentum (follow personal norm) twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 21. agenda Terminology & basic concepts Fogg’s behavior model (FBM) Motivation Ability Trigger Design process and few case studies twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 22. what is a trigger and why is it needed Something that prompts or tells the users to carry out the target behavior now. User must aware of the trigger. Must understand what the trigger means. Why a trigger is necessary Unaware of his ability (e.g. unaware of options or simplicity of task) Hesitant (e.g. question his motivation) Distracted (e.g. engaged in another routine activity) twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 23. trigger depends on behavioral trajectory Has ability but not motivated Spark built-in as part of the motivation mechanism Motivated, but lack ability (or perceived Motivation ability) activation Facilitator threshold simplifies task by highlighting its simplicity often used with the progress bar dynamics to create anticipation as user improve towards his goal Has ability and motivated Signal should only serve as a reminder Ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 24. trigger depends on gaming personality Bartle type Characteristics Effective trigger Killer (<1%) highly competitive challenge them Socializer hate confrontation, followers, value show that their friends are ~80% relationship doing it Achiever spark trigger associated driven by status (i.e. special access, etc.) ~10% with an status increase Explorer driven by discovery & uniqueness of their call upon their unique skill, ~10% contributions, hate spatial & temporal limits no time pressure Trigger is all about timing! Poorly timed trigger: spam mails + pop ups ads twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 25. agenda Terminology & basic concepts Fogg’s behavior model (FBM) Motivation Ability Trigger Design process and few case studies twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 26. gamification: design that drives actions What do game mechanics/dynamics do? Positive feedbacks: progress, accumulation of point, badges, status, customization, serendipity, social facilitation, etc. Negative feedback: theoretically works, but not well in practice Increase the player’s true ability through training and practice (often used with motivation) Increase his perceived ability by simplifying the actions Place triggers in the behavioral trajectory of motivated players when they feel the greatest excess in their ability twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 27. gamification is an iterative design process What happens when a desired behavior is not performed? Easiest thing to check 1st: are they triggered? Are they aware of the trigger? Do they understand what the trigger meant? Do they have the ability (i.e. is the action simple enough)? Does it require efforts, scarce resources, or does it require the user to break norms and learn new routines? Reduce the feature complexity so it requires less resources (divide + conquer). Are they motivated? By positive feedbacks from game mechanics / gaming dynamics? i.e. accumulation of points, badges, status change, progress bar, leader board, customization, serendipity, social facilitation, etc. twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 28. beware of the moral hazard of game play Recall: Skinnerian operant conditioning Points can be learned and become the motivator instead of the desired behavior Gamify flossing: reward with points + perks What happens when the rewards are gone? They lose all motivation to perform the desired task twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 29. Gap gamify store check-in Desire action: Motivation FB Places check-in Trigger: appointment dynamic – time’s up Single appointment No reward for repeating & Ability: not everyone uses maintaining the action FB Places. If target demographic use it, then Moral hazard of OK. They can check-in game play People want the reward (free jeans) much more than they want to check-in When 10,000th pair of jean is gone people stop checking in twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 30. speed camera lottery Motivation: win $ lottery Ability: the player is driving, and has the ability to slow down the car Trigger: lottery sign on camera fixture Spark trigger twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 31. gamification of work ≠ mixing games with work Sales execs fail to assign leads regularly Create an ipad+iphone golf game for lead assignment. Motivation: new, fun, sales people love golf Ability: this actually reduces ability, more work, inefficient Trigger: leads notification No convergence of 3 factors bad idea! People may use it for a while due to novelty, but it won’t last long Don’t take it too literally, or you’re missing the whole point of gamification twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 32. gamification summary It is all about driving the players above the activation threshold by: 1. Motivating them by positive feedback 2. Increasing their ability (or perceived ability) 3. And then applying the proper trigger at the right time The temporal convergence of motivation, ability and trigger is why gamification is able to manipulate human behaviors. Beware of the moral hazard of game play Good games must adapt and evolve with their players to bring them into the state of flow twitter: mich8elwu linkedin.com/in/MichaelWuPhD
  • 33. thank you Q&A + discussion Resources: me: mich8elwu blog: http://lithosphere.lithium.com/t5/a/bg-p/MikeW twitter: mich8elwu linkedin.com/in/MichaelWuPhD